MAGICA Quick Reference for the Different Kinds of Magic in Hyborian War

PERSONAL COMBAT MAGIC

Arcane Blasts - With a flick of the hand, the holder of this spell can unleash a blast of power upon a foe!

Magic Armor - Magic Armor provides the character with special defenses in hand to hand combat, making him more difficult to strike.

Magic Weapon - The
wielder of a magic weapon can be a deadly opponent in personal combat
situations. A magic weapon may be any type of weapon, sword, axe etc.

Mesmerism - The gleaming
eyes of a character with this spell may temporarily mesmerize a foe,
leaving him helpless. Mesmerism can be a powerful tool in combat and
especially useful to agents.

The Open Hand - Knowledge
of this spell signifies membership in the dread Open Hand Society. A
master of the Open Hand of power can break down strong doors and kill
instantly.

Strength - This spell
allows a character to draw upon energy resources in the realm of magic
to provide him with unusual strength for short periods of time. It is
useful in combat and in other situations where extra strength can help.

STRATEGIC MAGIC

The Black Death
- When prepared, the Black Death spell is cast on any enemy army which
marches in to invade one of your provinces where the spellcaster is
stationed. Casting this spell places extreme strain on the life energy
of the spellcaster and thus may only be cast a limited number of times
in a spellcaster's lifetime. The Black Death is a form of virulent
plague which will slay between 20% and 50% of the enemy troops as they
march to meet your forces in battle. The Black Death spell may not be
used offensively and only works in defense of provinces under your
control.

Far Sight - The Far Sight
spell allows the spellcaster to "see" an enemy army at a distance and
thus improve his army's ability to outmaneuver them. Far Sight may be
used by both the offensive and the defensive kingdom during a raid or
invasion. Example:

Force March - The Force
March spell adds vigor to tired legs, aiding soldiers to march longer
and farther than is normally possible. It is useful in helping an army
outmaneuver its opposition in the strategic movement phase of an
invasion or during a raid.

Rains - With this spell,
a character can control weather so as to call forth great rainstorms at
will. The Rains spell, used strategically, will cause rivers to
overflow, create floods, and generally inhibit the maneuvers of enemy
troops while allowing your troops to move about in clear sunshine. It
is useable by both sides during the strategic movement phase of an
invasion.

Sun Bane - With this
spell a character can control the sun and is able to call forth great
blasts of heat and burning. It can be a useful spell to either side
during the strategic movement phase of an invasion. The wielder of Sun
Bane will attempt to swelter the troops of the enemy as they march,
blighting them with extreme heat and sunstroke as they move through dry
or arid terrain.

BATTLE MAGIC

Earth Demon
- The Earth Demon spell is a very potent and terrifying form of magic!
With a word of command, the holder of this spell may summon the very
power of the earth to do his bidding, causing the earth to shake,
cliffs to topple onto the armies of his enemies and the walls of
fortifications to come crashing to the ground in the space of a moment.
The Earth Demon spell is only effective in mountain, hill, or fort
terrain.

Fanaticism - The
Fanaticism spell makes the spellcaster's army fight with increased
bravery and heroism (improves morale). The Fanaticism spell is of great
value to armies known for their lack of courage or discipline.

Fear - The Fear spell is
used to make an enemy army uncertain and afraid (decreases morale). It
can be of great value when cast upon troops known for their lack of
courage or discipline.

Fire Wall - This spell
causes a wall of flame to leap up in obedience to the will of the spell
caster. A firewall can engulf and destroy entire ranks of charging
soldiers in an instant!

Magic Blast - A character
with this spell can call upon the very powers of the heavens to aid his
cause in battle. This spell will call forth bolts of lightning to fall
from the sky and blast enemy troops. Due to the need to target specific
troops or leaders, the spell works best for wizards who have some
degree of military command ability.

Magic Sleep - With this
spell, a character can call upon a child from the chilling outer void
(a being whose very touch can paralyze the body and numb the mind). If
successful, the spellcaster may command this creature to touch the
commander of an enemy army. The commander touched in this fashion will
become paralyzed and useless for the duration of the battle.

Missile Shield - By using
this spell, a character may cause most of the closing missile volleys
from an enemy host to be misdirected and deflected.

Phantom Warriors - This
spell summons to the world of men a creature or creatures of Great
Power. Such creatures can take many forms, perhaps even appearing
human, but each in its own way is a potent summoning. The strain upon a
character to summon and control such creatures is great, and thus the
spell may only be cast a limited number of times in a character's
lifetime.

Summon the Dead - This
spell allows the spellcaster to command the dead to rise from their
graves and take up arms in battle. This spell will cause a variable
number of undead troops to shamble forth and fight on the side of the
spellcaster's army.

PEACE YEARS MAGIC

Prophecy
- With the prophecy spell, a character will be able foretell with
great accuracy important events of the future. No one can say what the gods
will reveal to a character in the midst of the trancelike state of prophecy,
but it is certain the knowledge will be great. The prophecy spell may ONLY be
cast on a peace years turn, never during war seasons. Prophecy may be
directed either at an kingdom's future or at the Hyborian world at large.

Long Life- The long life
spell may only be cast during a peace years turn and may only be cast
upon one of your own characters. Each time that a long life spell is
cast upon any particular character, that character will begin to age
less and may even become younger! The long life spell places a
tremendous drain upon the life energy of the spellcaster and thus may
only be cast a limited number of times by a character who knows the
spell. A character may cast this spell on himself; indeed, an aged
wizard may ignore other commands to use it to preserve his own life.
Long life does not restore used-up spells.

OTHER MAGIC

Note
that many of the spells available can be used differently in different
situations, and thus may be used as either commands or declarations. A
spell used as a command does not need to be declared as well.

Bless - The bless spell
will increase the productivity (both wealth and troops) of any province
on which it is cast. It will also increase satisfaction and the loyalty
of the local population of that province to your kingdom. This spell
may be cast upon any single province or seazone in the Hyborian world.
A bless spell lasts for one turn and may be cast from any location.

Curse - The curse spell
is the opposite of the bless spell. A curse will decrease productivity
as well as the satisfaction and loyalty of the people in the province
being cursed. A character with this spell may, from any location, place
a curse on any province in the Hyborian World. The curse will last for
one turn.

Rains - This spell in
addition to its use as a strategic spell may be used as province magic.
The rains spell allows a character to summon great rain storms at will.
When used as province magic, the rains spell will tend to be helpful to
dry desert provinces and cause ruin to swampy or heavily rivered
provinces.

Sunbane - This spell, in
addition to its use as a strategic spell, may be used as province
magic. The sunbane spell allows a character to summon burning heat from
the sun, banishing the fiercest storms. When used as province magic,
the sunbane spell will tend to be helpful to cold, snowy provinces and
harmful to hot, desert provinces.

Reincarnation - The
reincarnation spell is only usable on one of your characters who has
died on the previous turn. If the spell is successfully cast, it will
bring the dead character back to life at the same age as when he died.
The reincarnation spell places a tremendous drain upon the spellcaster
and a character may only cast it a limited number of times in his
lifetime. A reincarnated character will not regain used-up spells.

Far Sight - Besides its
use as a strategic spell, the far sight spell allows the spellcaster to
see (and sometimes hear) events which are happening in any particular
province. Information gathered in this manner is sometimes more
detailed than that even the best of spies can collect.

Diplomacy - This spell is
used to enhance the appearance, speaking ability, tact, etc. of a
character who is about to undertake a diplomatic mission. The diplomacy
spell can be cast upon any of your characters to increase his/her
diplomatic ability for the turn in which the spell is cast. A
spellcaster may not cast diplomacy on himself.

Dispel Magic - Dispel
magic may be cast upon any character from another kingdom who has magic
ability. If dispel magic is successful cast, the character it is cast
upon will be unable to use any of his magic for that same turn (useful
against that foreign wizard who knows the incantation for black death!)
You must know the location and ID# of any foreign character upon whom
you wish to cast this spell. Note: Because this spell requires your
wizard to travel into the stronghold of his enemy in order to cast it,
it is considered as dangerous as a spying mission, and there is a
chance that your wizard may be captured or killed in carrying it out.